Nick Earl, the Senior VP and General Manager for Electronic Art’s group that focuses on action games, tell us about “Dead Space 2,” why he is happy about the elongated cycle for current game consoles, and how he is pioneering a new form of game development.
Kevin Ohannessian: I’ve seen Dead Space 2 at both EA’s and Sony’s events. E3 seems to be going well for your group.
Nick Earl: The thing is, 99% of the teams, are back working. They see this all online, read the blogs. It’s such a shot in the arm for them. You really feel the momentum if a game comes out of E3 strong. If you think about The Lord of the Rings, when we came back the team finished so strong. It was a 7-million-unit game. And my sense this will be the same for Dead Space 2.
What’s your favorite thing at E3 this year?
I’ve been doing investor relations and meetings and media interviews, so I haven’t walked around. In terms of the press conferences, Halo: Reach looked very good. And I thought Killzone 3 looked extremely good. Fortunately, I don’t compete head to head with those, being first-person shooters and I’m in the action group. But tomorrow, I am going to walk around and look at every strong Action/Adventure game, and try to understand how we are mapped against them. My charter is to grow our market share in the action category, which we think of as third-person as opposed to first person. And the best way to do that is to bring great products like Dead Space and Army of Two, but Dead Space 2 is the cornerstone. From that, things are blossoming out across the group that I run, defining the quality and the caliber of games that we are trying to deliver.
Read the full article at Fast Company.
If you liked this article, you may also like: